Third Person Cover Shooter
1.6
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Base class for an item management component. More...
Public Attributes | |
InventoryUsage | InventoryUsage = InventoryUsage.autoFind |
How should the character inventory (if there is one) be used. More... | |
int | InventoryIndex = 0 |
Weapon index inside the inventory to use when usage is set to 'index'. More... | |
Protected Member Functions | |
virtual void | Awake () |
bool | EquipWeapon (CharacterMotor motor) |
Equips any weapon if possible. More... | |
bool | Equip (CharacterMotor motor, WeaponType type) |
Equips a weapon of specific kind if possible. More... | |
bool | Equip (CharacterMotor motor, ToolType tool) |
Equips a specific tool if possible. More... | |
bool | UnequipWeapon (CharacterMotor motor) |
Unequips the item if it is currently used. More... | |
bool | Unequip (CharacterMotor motor, WeaponType type) |
Unequips the item if it is currently used. More... | |
bool | Unequip (CharacterMotor motor, ToolType tool) |
Unequips the item if it is currently used. More... | |
Additional Inherited Members | |
Public Member Functions inherited from CoverShooter.AIBase | |
void | Message (string name) |
Sends a message to other components. More... | |
void | Message (string name, object value) |
Sends a message to other components. More... | |
Base class for an item management component.
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protectedvirtual |
Reimplemented in CoverShooter.AIFire, CoverShooter.AIFlashlight, CoverShooter.AIPhone, and CoverShooter.AIRadio.
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protected |
Equips a weapon of specific kind if possible.
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protected |
Equips a specific tool if possible.
Prefers items without gun scripts.
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protected |
Equips any weapon if possible.
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protected |
Unequips the item if it is currently used.
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protected |
Unequips the item if it is currently used.
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protected |
Unequips the item if it is currently used.
int CoverShooter.AIItemBase.InventoryIndex = 0 |
Weapon index inside the inventory to use when usage is set to 'index'.
InventoryUsage CoverShooter.AIItemBase.InventoryUsage = InventoryUsage.autoFind |
How should the character inventory (if there is one) be used.